The Witcher 3

About this mod

Its composed of 2 mods and 1 dlc for Corvo Bianco. dlc_morePaintings makes more paintings/shields/tapestries available for mounting in picture slots & is required. modWitchersLair_PixAndSwords adds picture and sword slots & is required. modWitchersLair_Armor adds armor stands & is optional.

Requirements
Permissions and credits
Changelogs
Thanks to Drynk for finding a bug in new game plus of WitchersLair_PixAndSwords. It's fixed in v1.4 & above.

First things first


It's best practice to make a save before making any changes to your game. Then you have something to fall back on if things go sideways or if at some point in the process you realize you're over it & just want to go back to what you had. For this mod you should make another save after removing everything you have mounted in Corvo Bianco, all the pix, swords, & armor. This 2nd save is the one you'll start play on after installing this mod. In the 'Previous Description' section below there's more detail about what might work if you dont do the above and end up having left things mounted in slots that no longer exist.

The update workflow

  • Read the Update v1.3 Description below (there are more descriptions below about earlier versions of this mod)
  • Refer to the files section of this mod, each file description specifies which screenshots from the Images tab are relevant to it
  • Download dlc_morePaintings
  • Choose 1 version of modWitchersLair_PixAndSwords & download it
  • If you want more armor stands than the vanilla game has choose a version of modWitchersLair_Armor and download it
  • Make a current save (I do this before I install or change any mod), consider it the save you can always fall back on.
  • Take down all the pictures, swords, and armors you have currently mounted in Corvo Bianco. Make a save. This will be the save you start on after installing v1.3 of this mod.
  • If you have a previous version of this mod installed, uninstall it, that is remove modWitchersLair from the mods directory of your Witcher 3 installation
  • Install this mod

      
    • Extract the dlc_morePaintings folder from the archive you downloaded for it & drop it in the dlc directory of your witcher 3 installation
    • Extract the modWitchersLair_PixAndSwords folder from the archive you downloaded for it & drop it in the mods directory of your witcher 3 installation
    • If you've downloaded an archive for it extract the modWitchersLair_Armor folder from the archive & drop it in the mods directory of your witcher 3 installation. Give it higher priority than modWitchersLair_PixAndSwords (see the readme in the Armor archive you downloaded for one way to do this)
    • Use the save from step 7 to continue play with v1.3 of this mod installed.

Update v1.3 Description

This update to modWitchersLair is composed of 2 mods & 1 dlc.

dlc_morePaintings is required for this mod to work. It makes 49 more paintings/shields/tapestries available to be mounted in pic slots. These are all taken directly from or made by me using Witcher 3 game files. Screenshots 101 - 147 in the Images tab show these added hangable items.

modWitchersLair_PixAndSwords is required for this mod to work. It adds between 26 & 28 picture slots and between 5 & 48 sword slots. There are 7 basic layouts & 2 versions per basic layout, 1 with & 1 without 3 sword slots at the entrance for the Wild Hunt weapons. Every version slightly mods the Caretakers Spade and has a sword slot outside for it. So 14 versions of modWitchersLair_PixAndSwords are available, you need to choose 1. There are screenshots of each version in the Images tab. The specific screenshots for a given version are specified in the file description for that version in the Files section.

modWitchersLair_Armor is optional, it adds between 3 & 16 armor stands. There are 18 versions available. Choose 1 version if you want more armor stands. The versions have been split up into 3 groups a, b, & c where each version in a group contains all the armor stands the previous version did plus some more, so each group has a sort of flow. The groups dont imply any restrictions, you can choose any version from any group & jump around between versions & groups as you will. There are screenshots of each version in the Images tab. The specific screenshots for a given version are specified in the file description for that version in the Files section. DJ_Kovrik's OG armor stand mod Additional Armor Stands is another option instead of modWitchersLair_Armor.

If you do use a version of modWitchersLair_Armor it's best to give it higher priority than modWitchersLair_PixAndSwords since they have a couple of files in common and the ones in modWitchersLair_Armor need to be the ones the game uses in this case. It may not be strictly necessary to do this, I've run it without assigning priorities to these 2 mods and it seems that the Armor mod is given higher priority anyway, but it's not a bad idea to assign priorities. 

If you try to use modWitchersLair_Armor as a standalone, screenshot 62 in the Images tab shows how it will look wrong in the chaise lounge room

Some general things to take note of

  • All the images of the modWitchersLair_PixAndSwords versions have only the vanilla armor stands present. Similarly, all the images of modWitchersLair_Armor versions are with the 1.WHunt.WitchersLair_PixAndSwords version installed. You'll have to get a sense of the PixAndSwords and Armor mods separately & then combine them to get the look you prefer. There's too many combinations possible to have images for them all.
  • This mod uses a small decal of a chimera to indicate an empty pic slot instead of the large grey square used by the vanilla game. Screenshot 37 in the Images tab shows 2 of these at the entrance.
  • Not all pictures can be put everywhere. A pic slot will only hold the pictures that are not too big to be put there.
  • When interacting with a pic slot, a picture/shield/tapestry will show up as mountable there only if it fits there & it's in your inventory. An extreme example of this is the pic slot on the night stand by the door in the bedroom, shown in screenshot 52 in the Images tab. It's a very small space so only Millie's Note will show up as mountable there no matter how many other pics/shields/tapestries you have in your inventory & it'll show up only if it's in your inventory.
  • Only four of the pic slots will accept tapestries. Three of these are for tapestries only, a picture in any of them would look like it's floating in mid-air.
  • The pic slot over the dining room table will accept tapestries, 3 of the shields, & the 2 biggest pictures since it's on a bit of wall extending down from the ceiling.
  • There is a pic slot at the top of the stairs that looks comically bad with a candle holder in the middle of it until the final guest room update is done. It ends up looking great so it was kept. Screenshot 95 in the Images tab shows that it's an abomination prior to the final guest room update.
  • Some of the candle interaction prompts no longer show up due to nearby interaction prompts from modded-in pic and/or sword slots.


Hidden sword slots & how to get their interaction prompts

  • Every PixAndSwords version has 4 hidden sword slots at the entrance, 2 per side. There's also 1 pic slot per side there. Screenshot 38 in the Images tab shows a picture mounted on each side of the entrance. Screenshot 39 shows crossed swords behind a shield on each side of the entrance. There could just as easily be a picture (or anything else mountable in that pic slot) on one side and crossed swords behind a shield on the other side, or just a shield with no swords behind it. Screenshots 40 - 45 show getting the interaction prompts for the 4 hidden sword slots.
  • Every PixAndSwords version has a hidden sword slot at the bottom of the steps outside the entrance for the Caretakers Spade. Screenshot 50 in the Images tab shows its location & getting the interaction prompt for it.


Picture slots that aren't visible & how to get their interaction prompts

  • Every PixAndSwords version has 2 pic slots that aren't visible if empty (ie the chimera doesnt show). One is in the arch between the 2 small rooms near the kitchen, screenshots 47 - 49 in the Images tab shows getting the interaction prompt for this pic slot. The other is over the dining room table, screenshot 46 shows getting the interaction prompt for this pic slot.


Getting some of the trickier interaction prompts

  • One of the tapestry-only pic slots is over the arch between the dining room & the room off the kitchen. Video 1 in the Videos tab shows getting its interaction prompt from a nearby vase, video 2 shows getting it from the armor stand that may replace that vase. Another is above the bedroom door, as seen in screenshot 51 in the Images tab its interaction prompt can be accessed by jumping on the small table beside the door.
  • To access the interaction prompts of the 3 high-up pic slots at the stairway end of the dining room jump up on the candelabras or vanilla armor stand beneath them. Screenshots 53 & 54 in the Images tab show this for the pic slot over the stairway. It works similarly for the others.
  • To access the interaction prompts of the 2 high-up pic slots in the chaise lounge room 1st jump up on the small table between the bookshelves then jump up on the southern bookshelf. Both interaction prompts can be accessed from there. Screenshots 55 - 57 in the Images tab show this.
  • If you have high-up sword slots on the east wall of the dining room & no armor stands under them you can access their interaction prompts by edging out onto the closest dining room chair while standing on top the dining room table. Screenshots 58 - 60 in the Images tab show this for one of these high up sword stands. It works similarly for the others.
  • If you have the center sword on the east wall of the dining room & no armor stand underneath it you can access its interaction prompt while on top of the dining room table as shown in screenshot 61 in the Images tab.


How to obtain the pix, swords, shields, armors, & tapestries


The vanilla game items you get from quests & vendors as you play the game. The Original Mod Description section has the codes needed to add some of these items via debug console if you missed them during gameplay.

Nearly all the items made hangable by dlc_morePaintings can be bought at the shop (not the herbalist) closest to the Grandmaster Smith in Beauclair. A few items seem like they shouldn't be buyable, these must be added via the debug console. The 'tag' (for example dlc_ciri_sketch_07) for each item made hangable by dlc_morePaintings, except quest items, has been added to the screenshot of that item in the Images section, screenshots 101 - 147

Spoiler:  
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  • additem('PC Imlerith Mace')
  • additem('PC Caranthil Staff')
  • additem('PC Eredin Sword')
  • additem('dlc_ciris_family_tree')
  • additem('dlc_ciris_family_tree_large')
  • additem('dlc_ciri_sketch_01')
  • additem('dlc_ciri_sketch_07')


Two bugs in the unmodded game can affect Corvo Bianco

  • One of these bugs makes the breakfast table in the chaise lounge room disappear once the epilogue of Blood & Wine has been reached. This leaves a candle & mug that should be on that table floating in mid-air (it may leave some other stuff too, it's been a long time that since I did this part, if so I removed the other stuff). This mod has a fix that prevents that bug if the mod is used with a save from before the epilogue is reached. But it cant bring the table back in any save in which it's already gone. In all my screenshots of this room this table is missing. The PixAndSwords part of this mod moves the candle that may float to a nearby low table but I couldn't find the floating mug in the files to get rid of or move it. Screenshot 15 in the Images tab has the floating mug (it's difficult to see but it's there) & shows the moved candle. This bug may also be affecting your game.
  • The Wolven swords and Teigr are also bugged such that if the sword is mounted in a sword stand its scabbard floats in the air near it. There's a mod Fix Wolf And Teigr Floating Scabbards that fixes it for these two swords. The Zireael sword, Silver Sword 3, NPC Vesemir swords (steel & silver), NPC Vesemir silver sword q403 upgrade, NPC Witcher swords (steel & silver), & NPC Witcher silver sword q403 upgrade also have this bug but arent included in this fix yet.


Potential Conflicts


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Mods that edit any of the following files will conflict with this mod
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_elven_shield.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_empty.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_gen_q604_small_painting.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_french_cut_a.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_french_cut_a_griffin.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_heroic_cut.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_heroic_cut_griffin.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_heroic_cut_griffin_ravix.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_heroic_cut_ravix.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_mounted_cut.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_mounted_cut_griffin.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_geralt_shield.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_novigrad_dandelion.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_q705_pinup.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_ravix_shield.w2ent
  • dlc\bob\data\gameplay\interactive_objects\paintings\painting_slot_safari.w2ent
  • dlc\bob\data\gameplay\items\def_item_junk.xml
  • dlc\bob\data\gameplay\items\def_item_quest.xml
  • dlc\bob\data\gameplay\items_plus\def_item_junk.xml
  • dlc\bob\data\gameplay\items_plus\def_item_quest.xml
  • dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\mq7024_interior_deco\ground_floor_deco\rich_deco\deco_interior_rich.w2l
  • dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\mq7024_interior_deco\guest_room\rich_deco\guest_room.w2l
  • dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\mq7024_interior_deco\guest_room\rich_deco\lights.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\painting_slots\default\entities.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\painting_slots\upgrade_1\entities.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\trophy_slots\entities.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\weapon_stands\default\entities.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\weapon_stands\upgrade_1\entities.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\weapon_stands\upgrade_2\entities.w2l
  • dlc\bob\data\quests\main_quests\quest_files\q705_epilog\phases\q705_house.w2phase
  • dlc15\data\gameplay\items\def_item_dlc15_items.xml
  • dlc15\data\gameplay\items_plus\def_item_dlc15_items.xml
  • dlc\ep1\data\gameplay\items\def_item_quest.xml
  • dlc\ep1\data\gameplay\items\def_item_weapons.xml
  • dlc\ep1\data\gameplay\items_plus\def_item_quest.xml
  • dlc\ep1\data\gameplay\items_plus\def_item_weapons.xml
  • gameplay\items\def_item_junk.xml
  • gameplay\items_plus\def_item_junk.xml


If you've installed a version which includes WHunt weapons, the following files must be added to this list
  • gameplay\items\def_item_weapons_relic.xml
  • gameplay\items_plus\def_item_weapons_relic.xml


If this mod includes modWitchersLair_Armor, the following files must be added to this list
  • dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\mq7024_interior_deco\ground_floor_deco\rich_deco\loots.w2l
  • dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\q705_epilog\add_guest_room_deco\packages\packages_epilog.w2l
  • dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\q705_epilog\unicorn\deco_interior.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\armor_stands\default\entities.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\armor_stands\upgrade_1\entities.w2l
  • dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\armor_stands\upgrade_2\entities.w2l




Previous Description


Spoiler:  
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Applies to all versions, except the install instructions apply only to v1.2 &v1.1

What the FAQ section
-----------------------------

WTF is a transition save
--------------------------------
When you install, uninstall, or switch between versions of the mod you make a save, make the transition(ie the install, uninstall, or version change), and then play from that save. I'm calling each of those a transition save.

WTF is a clean transition save
----------------------------------------
I call a save clean if there are no items mounted to any armor stands, sword stands, or picture slots when the save is made.
I call a save cleanish if there are no armors mounted to any armor stands when the save is made.

Why TF should I care
----------------------------
Because if the transition save used after a transition is not at least cleanish any armor stand that was occupied when the save was made has a chance to be glitched when you continue play on that save. In my experience I've had glitchy armor stands but I've never had any glitchy sword stands or picture slots. But I can't say for certain they're not a thing. So the best way is to always use a clean transition save.

What if I dont do this and get glitches (there's a couple of pics of glitchy armor stands in the screenshots section)
---------------------------------------------------------------------------------------------------------------------------------------------------
I've been able to recover from glitchy armor stands by undoing the transition (uninstall if it was an install, reinstall if it was an uninstall, or switch back if it was a version switch), then make a clean transition save, then redo the transition.

What if I uninstalled and then realized I left a bunch of my stuff on display stands that no longer exist in my game
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Reinstall the mod, make a clean transition save, then uninstall the mod. I've had to do this several times and each time my missing stuff has been back on the display stands after the reinstall and I've been able to recover it.

Why dont you just fix it
------------------------------
Even vanilla armor stands can get glitchy so it's not some mistake I made in the armor stands I add in the mod. It's something more fundamental that I cant fix. The best we can do is try to prevent it. I've never had glitchy armor stands after a transition when I've used at least a cleanish transition save.


The above broken down into 3 cases
------------------------------------------------
1) If you dont make and use a clean transition save when you install the mod the vanilla armor stands have a chance to become glitchy, maybe the other vanilla display stands do as well.
2) If you dont make and use a clean transition save when you uninstall the mod you may end up with a bunch of your stuff on display stands that no longer exist in your game. (To recover reinstall the mod, grab your items off the display stands, make a clean transition save, uninstall the mod, continue from there with this save)
3) If you dont make and use a clean transition save when moving between versions of this mod all the armor stands, vanilla and modded-in, have a chance to become glitchy, maybe all the other display stands(vanilla and modded-in) do as well.

If you end up with glitchy armor stands you need to undo whatever change you just did, if it was an install you need to uninstall, if it was an uninstall you need to reinstall, if it was a move between versions then move back to the other version. Make a clean transition save. Redo your install, uninstall, or version switch. Continue from there using the clean transition save you just made.  


Updated Install/Uninstall/Version switch Instructions
--------------------------------------------------------------------

1) Install. Make a clean transition save, drop the 'modWitchersLair' folder into the 'mods' folder of your Witcher 3 installation, and start playing on the mod using the clean transition save you just made
2) Uninstall. Make a clean transition save, remove the 'modWitchersLair' folder from the 'mods' folder of your Witcher 3 installation, and continue playing using the clean transition save you just made
3) Switch Versions. Make a clean transition save, replace the existing 'modWitchersLair' folder in the 'mods' folder of your Witcher 3 installation with the 'modWitchersLair' folder of the version you want to switch to, and start playing on that version using the clean transition save you just made


Original Description


Spoiler:  
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This mostly applies to v1.2 & v1.1, the console commands & the caution about their use apply to v1.3 as well

There's now 5 versions of this mod:

One version adds 3 armor stands, 8 sword slots, & 13 picture slots (no wild hunt weapons & caretaker spade not modded)
One version adds 3 armor stands, 12 sword slots & 13 picture slots. (has wild hunt weapons & mods caretaker spade)
One version adds 15 armor stands, 12 sword slots & 13 picture slots. (has wild hunt weapons & mods caretaker spade)
One version adds 11 armor stands, 43 sword slots, & 9 picture slots (no wild hunt weapons & caretaker spade not modded)
One version adds 11 armor stands, 47 sword slots & 9 picture slots. (has wild hunt weapons & mods caretaker spade)

The screenshots are the best description and there's a bunch of my layout. There's screenshots of getting interaction prompts to appear as well as short videos of getting the more difficult ones to appear. Finally, there's some screenshots of caveats like limited choices for a given painting to not have clipping issues. 

The mod gets rid of one of the chests near the entrance(from the epilog quest) that was clipping into an armor stand there. It also gets rid of two han filter plants in the room by the kitchen to make space for armor stands. It adds two candlesticks in the bedroom as well.

In the screenshots of my layout there's 3 of geralts shields and an elven shield. You can get 1 of each of these thru quests (spawning it in with the console before doing the associated quest may mess up that quest). You can get more of them via the console with the commands:  additem('sq701_geralt_shield') and additem('mq7007_elven_shield'). This holds for the pinup poster as well, the command for it is additem('q705_pinup_poster'). The quest 'The Perks of Being a Jailbird' is associated with the pinup poster. This quest is only available during the 'Burlap is the New Stripe' quest.

Some versions of this mod include displayable versions of Imlerith's Mace, Caranthir's Staff, and Eredin's Sword. These are added similarly to how the vanilla game adds a playable character version of the Caretaker's Spade. They're completely separate from the npc versions & dont break any wild hunt npcs. They can only be got thru the console via the commands: additem('PC Imlerith Mace'), additem('PC Caranthil Staff'), and additem('PC Eredin Sword'). The vanilla game already has a version of Eredins sword that can be obtained thru the console but it mounts on sword stands differently than the other swords. The mod's version mounts the way swords normally do. There are weapon stands made specifically for these wild hunt weapons (as seen in the screenshots). Eredin's sword fits on most other weapon stands but to me it looks too small on them. The mace and staff mount on their bespoke weapon stands with no clipping, on any other weapon stands they will have severe clipping issues. If the sword, mace, or staff are used as weapons there will also be severe clipping issues. They're intended purpose is just display on the stands made specifically for them. 

Some versions mod the playable character Caretaker's Spade just enough to make it displayable and mount properly on a sword stand. The outside sword stand shown in the screenshots was made specifically for it and it looks far better there than anywhere else. It can be obtained in-game during Hearts of Stone and can still be used as a weapon.

The versions of this mod that dont have the displayable wild hunt weapons and dont mod the Caretaker's Spade also omit their bespoke weapon stands since other weapons look a bit odd on them.

I find the vanilla lighting to be pretty dim in Corvo Bianco so while it's not required I like to use one of the mods that increases brightness. 

Caveats
-----------
There's many interactive elements stuffed into relatively small areas so getting some of the interaction prompts to appear can take a bit of effort. The swords behind the shields near the entrance and the higher of the 2 horizontal stands in the bedroom are the dodgiest, you have to stand in the right spots to get these prompts. There's some videos of me accessing these. For a couple of the others you need to jump up on an armor stand, floor-standing candleabra, or table/shelf to get access. There's a couple of short videos for those as well.
There is a painting slot above the arch at the bottom of the stairs that is solely for the pinup poster. Making the pinup poster look like I wanted it to there made all other paintings not work there because of clipping into the wall and the scale making them way too big.
In general, since there's so much stuff on the walls the places a given painting can be put without horribe clipping issues is quite restricted. So it's easy to make this mod look bad but it can also be made to look pretty good.


Potential Conflicts
------------------------
Any other mod that edits files this mod changes will cause a conflict.
All the versions of this mod edit the following files:
 
In dlc\bob\data\levels\bob\locations\vineyards\east\corvo_bianco\
mq7024_interior_deco\ground_floor_deco\rich_deco\deco_interior_rich.w2l    
mq7024_interior_deco\ground_floor_deco\rich_deco\loots.w2l                           
       mq7024_interior_deco\guest_room\rich_deco\guest_room.w2l                                  
       mq7024_interior_deco\guest_room\rich_deco\lights.w2l                                     
       q705_epilog\add_guest_room_deco\packages\packages_epilog.w2l  
    
In dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities
armor_stands\default\entities.w2l
       armor_stands\upgrade_1\entities.w2l                                                      
       armor_stands\upgrade_2\entities.w2l                                                    
painting_slots\default\entities.w2l                                                      
       painting_slots\upgrade_1\entities.w2l  
       weapon_stands\default\entities.w2l                                                       
       weapon_stands\upgrade_1\entities.w2l                                                    

       In dlc\bob\data\quests\main_quests\quest_files\q705_epilog\phase\
sq705_house.w2phase
     
       The version which moves the trophy slot from the shelf to the desk in the bedroom also edits
       dlc\bob\data\levels\bob\quests\minor_quests\mq7024_home\entities\trophy_slots\entities.w2l
      
       The versions which include displayable Wild Hunt weapons and modded Caretaker Shovel also edit
       gameplay\items\def_item_weapons_relic.xml
       gameplay\items_plus\def_item_weapons_relic.xml
       dlc\ep1\data\gameplay\items\def_item_weapons.xml
       dlc\ep1\data\gameplay\items_plus\def_item_weapons.xml